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Log for #openttd on 8th January 2019:
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00:07:56  <Samu> the first one isn't needed
00:08:23  <Samu> but
00:08:30  <Samu> 	Slope slope = GetTileSlope(tile);
00:08:30  <Samu> 	if (IsSlopeWithOneCornerRaised(slope) && IsCoastTile(tile)) {
00:08:30  <Samu> 		Corner corner = GetHighestSlopeCorner(slope);
00:08:36  <Samu> became this instead
00:09:06  <Samu> with the corner i can work out the rest
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00:10:46  <Samu> https://paste.openttdcoop.org/pmrjva0fa
00:10:50  <Samu> was invented
00:11:15  <Samu> unless i can get to the tile offset by another means
00:12:25  <Samu> as for computing the correct offsets for next_tile_1 and next_tile_2, I'm still figuring it out
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00:25:36  <Eddi|zuHause> "PeterN" always reminds me of "PeterT"...
00:25:47  <peter1138> I was definitely here first.
00:26:01  <Eddi|zuHause> but not with that nick
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00:47:18  <Samu> if freeform edges is disabled, ships have more tiles to walk?
00:52:37  <Samu> wow, they can, hmm
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02:40:21  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa
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03:19:19  <Samu> I think I did it
03:20:06  <Samu> https://imgur.com/VxM63BF
03:20:10  <Samu> seems correct
03:21:42  <Samu> it cannot expand any more
03:44:55  <Samu> something not quite right with bridge heads
03:45:12  <Samu> should be 90 degrees aware
03:58:50  <Samu> well i guess im seeing things
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04:17:20  <Samu> have yet to test depots, but so far I'm liking what i see
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04:22:13  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
04:24:06  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhG5n
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07:20:48  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGFs
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07:53:59  <andythenorth> moin
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09:11:24  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGbC
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09:30:20  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGb6
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11:54:11  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGxm
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12:07:19  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGx8
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12:48:31  <DorpsGek_II> [OpenTTD/OpenTTD] btzy opened pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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13:17:48  <Samu> ship depots and locks are apparently working good
13:18:31  <Samu> https://imgur.com/uSjSxrn
13:18:42  <Samu> im unsure about the 90 degrees setting
13:19:22  <Samu> if it was forbidden, towns could have built houses where the ship is located
13:19:38  <Samu> but the way it is now, it doesn't build
13:21:10  <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
13:24:29  <peter1138> I'd ignore the setting.
13:25:54  <Samu> well, then I have nothing else do to
13:26:05  <Samu> it is ready
13:26:24  <Samu> merge, accept or confirm, that stuff
13:26:36  <peter1138> Hah
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14:31:58  <Samu> perhaps it's not as ready as I think :(
14:33:39  <Samu> or is it?
14:34:36  <Samu> https://imgur.com/qc9asz0
14:34:50  <Samu> doesn't grow on those slope configuration
14:35:38  <peter1138> Have you actually made a complex system that prevents growing on water at all?
14:35:58  <Samu> i uploaded the new code this night
14:36:08  <peter1138> Shouldn't it have been expanding off to the North-East as well?
14:36:48  <Samu> i think the 90 degrees turns are making it so that it doesn't grow there
14:37:23  <Samu> it doesn't expand more, for some weird reason
14:38:45  <Samu> the road going towards the depot in the middle... should be expanded
14:39:53  <Samu> the tile just NW of the south depot tile
14:39:59  <Samu> could have road
14:40:03  <Samu> dont u think?
14:40:23  <Samu> bah i need to place signs
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14:44:08  <Samu> now with signs
14:44:09  <Samu> https://imgur.com/ZqMmg6f
14:45:16  <Samu> the town not expanding towards the northeast side is something I don't quite understand
14:45:34  <Samu> there's no reason not to
14:46:38  <peter1138> Well, as I said, is it expanding on water at all?
14:47:29  <Samu> how would I know where it's trying to expand? it's quite complicated to follow town build decisions
14:47:41  <peter1138> You could add some debugging to show where it's tested.
14:48:00  <peter1138> Either some console output, or maybe make it place some signs somehow?
14:52:25  <nielsm> placing signs is probably much harder
14:54:34  <Eddi|zuHause> clear tile where it tests?
15:01:08  <Samu> it's trying to build house
15:01:20  <Samu> in the sign i have named 'no house?'
15:01:28  <Samu> insistently
15:02:49  <Samu> and rarelly trying to build a house next to the top of the top depot
15:03:02  <Samu> that is okay to fail, but not the first one
15:04:28  <Samu> so, yeah, dont even see it trying to expand with roads
15:04:37  <Samu> it really wants to build a house :(
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15:06:55  <Samu> let me put breakpoints somewhere else
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15:29:32  <Gabda> does someone explain me how the _m[] and _me[] work storing data on the map?
15:30:04  <Gabda> i saw the docs/landscape file, but nothing on _me in that
15:30:59  <Gabda> and the _m variable always has only one of those types (like railway, station,...)?
15:32:08  <nielsm> _m is the original map array and _me is the extended map array
15:32:29  <nielsm> some of the data is in _m and the rest in _me at the same index
15:32:51  <Gabda> and _me has type as well?
15:33:01  <nielsm> no
15:33:58  <Gabda> oh, so that one is universal, and not depending on what is on the tile
15:34:43  <Gabda> does _me have a doc on which byte is what?
15:35:33  <nielsm> for e.g. tile 692 you will find some of the data in _m[692] and the rest in _me[692]
15:35:55  <nielsm> type, height, m1, m2, m3, m4, m5 are in _m, and m6, m7, m8 are in _me
15:37:25  <Gabda> i thought all of these were in _m
15:37:48  <nielsm> no, they're separated for historical reasons
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15:38:38  <Gabda> but the ladscape grid shows a tile type dependence on the meaning of the bits in _me
15:40:57  <nielsm> the type of a tile does not depend on anything but the type field
15:41:13  <nielsm> the contents of the tile depends on all the data in every field
15:41:30  <nielsm> (potentially)
15:42:08  <Gabda> so if I want to store data on the m8 F bit (whether to show a spriz
15:42:29  <Gabda> sprite to indicate town boundary)
15:43:09  <nielsm> you store it there
15:43:20  <nielsm> and update the documentation to indicate that use
15:43:49  <Gabda> would it be possible, or it is not encouraged to use _me to store not that useful things :)
15:45:36  <Gabda> ok, thanks, it help a lot to fill the gaps in the picture I had about m and me
15:45:45  <Gabda> *helped
15:45:46  <nielsm> the landscape array is precious space
15:46:50  <peter1138> 15:37 < nielsm> no, they're separated for historical reasons
15:46:53  <peter1138> Not historical.
15:46:59  <peter1138> It's way better for performance.
15:47:05  <Gabda> I realized. in a 1024*1024 map, even these few bytes are a lot of data
15:47:33  <Samu> poorformance
15:47:41  <peter1138> It's to do with alignment.
15:48:24  <nielsm> ah, one array of 64 bit elements and one of 32 bit elements, instead of a single of 96 bit or 128 bit elements
15:48:25  <peter1138> Also, originally each part was a separate array anyway.
15:48:31  <nielsm> yeah I remember that
15:48:44  <nielsm> (from following ttdpatch discussions back in 2000)
15:48:55  <peter1138> Not quite, one is 8 bytes, the other is ... probably 4 bytes now?
15:49:10  <nielsm> 64 and 32 bit :)
15:49:37  <peter1138> It was 2 bytes until I added m8.
15:49:56  <peter1138> So yeah, an 8 byte and 2 byte array is much better than an 10 byte array.
15:50:43  <Gabda> ok, then I will try to use one bit in that, and see if I get scolded :D
15:51:06  <peter1138> Yeah, so, what do you need to store?
15:52:21  <Gabda> have a look at pr 7025 (i cannot link from mobile)
15:52:29  <nielsm> <Gabda> so if I want to store data on the m8 F bit (whether to show a sprite to indicate town boundary)
15:52:50  <nielsm> that sounds like it has no bearing on game logic, just a presentation thing
15:53:01  <nielsm> which excludes it from the map array imo
15:53:32  <peter1138> Seems an odd thing to store.
15:54:11  <Gabda> yes, but calculating it every time a tile gets dirty is not a good thing either
15:54:34  <nielsm> it would not make sense to store in a savegame
15:54:44  <nielsm> since you can calculate it
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15:55:08  <peter1138> Quick, hide, before andythenorth closes all the things!
15:55:20  <andythenorth> is there anything left to close?
15:55:32  <Gabda> that is true, but so far it was the only thing I found to store data on the map tiles
15:55:32  <andythenorth> have we stopped towns blocking ships yet?
15:55:40  <nielsm> if you want to cache the calculation, have a dedicated cache imo
15:56:08  <peter1138> That might be a bit much for a 4096x4096 map.
15:56:38  <andythenorth> it's funny what sucks people in
15:56:56  <andythenorth> towns have ruined my ship routes...at least twice in my life
15:57:04  <peter1138> andythenorth, looks like towns don't expand at all now :p
15:57:11  <peter1138> andythenorth, meh!
15:57:14  <andythenorth> well that solves it
15:57:22  <andythenorth> just don't expand them, job done
15:58:58  <Gabda> ok, so not in me, not is cache, and not calculating it
15:59:20  <peter1138> Bung it in the map for testing ;p
15:59:36  <Gabda> so I just have to make it so only 1 town can show its boundaries at a time
15:59:39  <peter1138> m8 is kinda wasted most of the time at the moment.
16:00:10  <Gabda> for testing the calculating method works as well
16:00:43  <Gabda> and I want to find a solution that fits into the current logic
16:00:54  <peter1138> I guess even with the cache you need to recalculate whenever the city changes size.
16:00:58  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa
16:01:51  <Gabda> yes, and even wheb someone delets a house or road if it is out of the towns original border
16:03:05  <peter1138> Hmm, and of course, it's irrelevant if the user is not displaying town borders.
16:03:18  <peter1138> That really tells me it isn't meant to be in the map array.
16:04:20  <andythenorth> we need a tile overlay layer :P
16:04:29  <andythenorth> 'but why andythenorth?'
16:04:31  <andythenorth> err no idea
16:04:47  <Samu> must be something peculiar with the way 2x2 builds?
16:05:21  <Gabda> this tile overlay would be good for debug purposes as well
16:05:24  <Samu> gonna test without any changes
16:05:26  <peter1138> 1 byte array with overlay cache... would be 16MB for the largest map.
16:05:35  <peter1138> Not too huge I suppose.
16:05:43  <Gabda> just like how Samu wants to see where the town wants to expand
16:05:46  <andythenorth> 1 byte? o_O
16:05:57  * andythenorth had lots of ideas
16:05:59  <andythenorth> station catchment
16:06:03  <andythenorth> accepts / produces
16:06:08  <nielsm> could make it sparse by superblocks of some kind?
16:06:09  <andythenorth> many bytes
16:06:53  <peter1138> Well, Gabda wanted 1 bit...
16:07:15  <Gabda> station catchment display is the next on the list, if I manage to do the town boundary
16:08:03  <Samu> how do i stash changes for later use? without having to push
16:08:08  <peter1138> git stash
16:08:14  <Samu> and how would i get back to where I left it?
16:08:16  <andythenorth> or a branch
16:08:19  <peter1138> git stash apply
16:08:47  <Samu> meh ok, if i lose stuff it's ur fault :p
16:08:50  <Samu> brb
16:08:50  <peter1138> git help stash for anything more complex.
16:13:26  <Gabda> storing an amorph set of tiles can be a headache as well...
16:13:41  <Gabda> or tile indexes
16:14:38  <Gabda> is there a logical max for the size of a town apart from the map size?
16:17:26  <planetmaker> probably not logical. But practical. It will grow ever slower as size increases
16:18:01  <planetmaker> Growth is linear, Size goes with sqrt(size). And houses are also replaced so that reduces growth even further
16:18:08  <planetmaker> But yes, you can have it cover a whole map
16:19:38  <Gabda> so in the end I would still need a map sized overlay cache
16:20:18  <planetmaker> https://wiki.openttdcoop.org/PublicServer:Archive_-_Hall_of_Fame#World_Population <-- these towns were legally grown :)
16:23:38  <planetmaker> I recall a game where we had 3 cities which then jointly covered the whole map. Population count 750k+ each
16:31:29  <peter1138> Yeah
16:55:50  <Samu> if this is a 2x2 specific issue, then it really is very specific, i dont really know where to look at
16:56:31  <DorpsGek_II> [OpenTTD/OpenTTD] ThePNDA commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZvi
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17:07:22  <Samu> looks like I need to check if the connection via main tile is closed
17:07:26  <Samu> as well
17:07:54  <Samu> i was only checking if there was a connection via the opposite tile
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17:09:33  <Samu> how to mirror trackbits?
17:09:48  *** Gabda2 has joined #openttd
17:09:48  <Samu> is there a magic way to do it, or must I compute?
17:11:16  <Samu> https://user-images.githubusercontent.com/43006711/50774871-881f8800-128c-11e9-87aa-7b38a312eca8.png
17:11:50  <Samu> mirror next_tile_1 of TRACK_BIT_RIGHT to become equal as next_tile_2 of TRACK_BIT_LEFT
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17:13:03  <Samu> maybe i can reuse the table
17:13:20  <Samu> or abuse as u call it
17:13:55  <nielsm> uh the table should contain that information directly
17:21:28  <nielsm> that's the purpose of using a table, to not have to calculate things on the fly
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17:31:16  <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 updated pull request #7024: Rail fences in snow or desert https://git.io/fhs4W
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17:37:34  <andythenorth> oh bananas :( https://github.com/OpenTTD/OpenTTD/issues/6967
17:37:35  <andythenorth> naughty
17:38:21  <andythenorth> oof which idiot filed this one https://github.com/OpenTTD/OpenTTD/issues/6698
17:40:25  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6625: Crash when playing on server https://git.io/fhZfW
17:40:26  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6625: Crash when playing on server https://git.io/fhZfl
17:41:23  <Samu> what is the Xor symbol? ^ ~ & |
17:41:29  <Samu> something else?
17:41:32  <LordAro> google
17:41:37  <Samu> :( ok
17:42:40  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZfR
17:42:41  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZf0
17:42:53  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7024: Rail fences in snow or desert https://git.io/fhZfE
17:43:34  <Samu> a ^ b
17:43:35  <Samu> thx
17:44:15  <andythenorth> anyone want to triage this before I close it?
17:44:20  <andythenorth> bet you it's ICU? o_O
17:44:21  <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6572
17:44:44  <andythenorth> also https://github.com/OpenTTD/OpenTTD/issues/6573
17:44:53  <andythenorth> or it's an AI OOMing
17:45:24  <nielsm> first is using truetype, font is arial, but no AIs
17:45:29  <nielsm> so it could be ICU
17:45:41  <nielsm> but lang is ukrainian which shouldn't cause problems for the most part
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18:02:58  <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 closed pull request #7024: Rail fences in snow or desert https://git.io/fhs4W
18:05:13  <nielsm> I hope I didn't scare them away :(
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18:12:39  <andythenorth> quak
18:13:16  <frosch123> moo
18:14:12  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfb
18:14:13  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfN
18:16:11  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6434: Localization of company and president name https://git.io/fhZfx
18:16:12  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6434: Localization of company and president name https://git.io/fhZfp
18:18:49  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6355: Crash: (hang) infinite loop error https://git.io/fhZfj
18:18:50  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6355: Crash: (hang) infinite loop error https://git.io/fhZJe
18:19:15  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6351: Graphics glitch with overlapping bridges https://git.io/fhZJv
18:19:16  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6351: Graphics glitch with overlapping bridges https://git.io/fhZJf
18:22:37  <andythenorth> someone kick Dorpsgek for a bit :(
18:24:56  <LordAro> have you considered not closing issuea? :p
18:29:49  <Gabda> this is the last memento of the dying issues
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18:32:16  <Wolf01> o/
18:32:21  <Borg> \o
18:32:35  <andythenorth> issues are boring
18:32:40  <andythenorth> it's like having a job
18:32:44  <andythenorth> how dull
18:33:35  <Wolf01> Heh
18:33:51  <andythenorth> making stuff is fun
18:35:04  <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 opened pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJq
18:39:03  <andythenorth> https://nolanlawson.com/2017/03/05/what-it-feels-like-to-be-an-open-source-maintainer/
18:39:05  <andythenorth> https://mikemcquaid.com/2018/03/19/open-source-maintainers-owe-you-nothing/
18:39:20  <andythenorth> https://opensource.guide/best-practices/
18:40:16  <andythenorth> https://writing.jan.io/2017/03/06/sustainable-open-source-the-maintainers-perspective-or-how-i-learned-to-stop-caring-and-love-open-source.html
18:46:40  <Samu> damn it i got errors in the table :/
18:50:25  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJW
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18:55:30  <Gabda> andythenorth Do you have a vision about the project?
18:57:20  <andythenorth> frosch123 wrote a nice one https://wiki.openttd.org/FAQ_development#What_are_the_goals_of_the_offical_branch.3F
18:59:14  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJE
18:59:15  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJu
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19:11:07  <Gabda> it really summarizes the goals well
19:16:33  <andythenorth> no TrueBrain today? o_O
19:17:13  <frosch123> there are two, do you want a third?
19:17:37  <andythenorth> I think two is enough
19:18:17  <andythenorth> anyone want to go bug hunting? o_O
19:18:33  * andythenorth will apply the 'stale' hammer otherwise
19:18:34  <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6407
19:18:42  <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6440
19:18:52  <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6516
19:22:43  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJF
19:22:44  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJb
19:22:49  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJN
19:22:50  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJA
19:24:22  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3764: Refitting consists using cargo subtypes https://git.io/fhZJp
19:24:24  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3764: Refitting consists using cargo subtypes https://git.io/fhZJh
19:28:44  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5542: Train not using the entire station https://git.io/fhZUv
19:28:45  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5542: Train not using the entire station https://git.io/fhZUf
19:29:44  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5776: Autoreplace: better feedback for failed force-upgrade in depot  https://git.io/fhZUJ
19:29:45  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5776: Autoreplace: better feedback for failed force-upgrade in depot  https://git.io/fhZUU
19:31:15  <andythenorth> frosch123: how attached are you to old (5 years) patches or diagnostics you did?
19:31:16  <andythenorth> o_O
19:31:20  <Eddi|zuHause> oh, it's that time again...
19:32:07  <andythenorth> I am finding a lot of stuff from 'frosch is the main active maintainer' phase of openttd :P
19:32:36  <LordAro> is that not the case now? :p
19:32:46  <andythenorth> fortunately for all not
19:32:49  <andythenorth> esp. frosch
19:33:00  <andythenorth> LordAro you are now main active maintainer, you didn't know? o_O
19:33:04  <LordAro> osht
19:33:08  <frosch123> andythenorth: i committed what is done
19:33:13  <frosch123> if it is not committed it has issues
19:34:08  <frosch123> anyway, don't worry. i never use the tracker to look for stuff
19:34:22  <frosch123> i have bookmarks to everything i cared at some point
19:34:24  <andythenorth> it's more about not pissing you off by wasting a lot of work you did
19:34:38  <andythenorth> but eh, nobody else came along and reviewed it or advanced it
19:40:58  <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 updated pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJq
19:41:18  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5504: Numpad keys behave in unexpected ways https://git.io/fhZUI
19:41:19  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5504: Numpad keys behave in unexpected ways https://git.io/fhZUt
19:48:22  <Eddi|zuHause> uhm, i think he made a real mess of the PR
19:48:31  <Samu> alright, just made it build a bit more tightly
19:49:35  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZUR
19:49:36  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZU0
19:50:58  <andythenorth> so this in grf v9? o_O https://github.com/OpenTTD/OpenTTD/issues/7016
19:51:43  <andythenorth> why don't we just have generic tile vars? o_O
19:55:48  <Samu> https://imgur.com/Oov2zGU
19:55:55  <Samu> it went to the other side
19:56:11  <Samu> but i still see a few cases where houses could've been built
19:56:44  <Samu> between the middle bridge and middle depot
19:56:50  <frosch123> we also have no valuator callback :)
19:56:54  <Samu> at least 1 house there
19:57:40  <Samu> must compare with original openttd
19:57:41  <Samu> brb
19:58:16  <frosch123> that's an idea to add some kind of action2 that iterates over a train and calls another action2 for each part of the consist, which can then accumulate any data in temp registers for the main chain
19:59:15  <frosch123> we also do not have parallel callback execution :(
20:01:03  <Samu> https://imgur.com/NCrl54v original behaviour also doesn't build there so I guess it's fine
20:02:30  *** sla_ro|master has quit IRC
20:03:48  <andythenorth> frosch123: would that be idempotent? o_O
20:04:39  <frosch123> try to use a different word :p
20:04:46  *** Progman has joined #openttd
20:05:40  <Eddi|zuHause> andythenorth: new vars don't need grfv9
20:06:46  <andythenorth> how did the discussion end yesterday?
20:06:46  <andythenorth> those vars are possible or not?
20:06:58  <andythenorth> I dislike these service-oriented tickets tbh
20:07:27  <andythenorth> I just want to give a factual reason for closue
20:07:29  <Eddi|zuHause> i think they're possible, and probably easy to implement (10LOC)
20:07:33  <andythenorth> 'not possible' or 'not interested'
20:07:36  <andythenorth> one or the other
20:07:38  <Eddi|zuHause> the question is the performance
20:07:55  <andythenorth> is measuring the performance even interesting?
20:08:14  <Eddi|zuHause> interesting for what?
20:08:17  <andythenorth> a person
20:08:18  <andythenorth> to do
20:09:05  <Eddi|zuHause> load a savegame, add test grf, let it run... not difficult
20:09:48  <Eddi|zuHause> i can imagine there exists a person who finds that interesting
20:09:58  <andythenorth> and patch nml, and both sets of docs
20:10:21  <Eddi|zuHause> don't need nml patch for a test grf
20:10:30  <andythenorth> true
20:10:55  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZUj
20:13:01  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6407: railtype - depot - snow https://git.io/fhZTv
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20:16:15  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTU
20:16:16  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTT
20:16:31  <Gabda> what are your thoughts on a 1 or 2 bit / tile visual overlay cache for the whole map?
20:17:19  <Gabda> to store information like town boundaries and station catchments?
20:17:20  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTk
20:17:21  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTI
20:18:28  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTq
20:18:29  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTm
20:18:49  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTY
20:18:50  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTO
20:19:11  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5995: Crash during vehicle unload https://git.io/fhZT3
20:19:12  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5995: Crash during vehicle unload https://git.io/fhZTs
20:19:15  <andythenorth> fricking spammers
20:19:29  <andythenorth> I will quit the channel if this continues :(
20:19:45  <Borg> what spammers?
20:20:20  <frosch123> Gabda: for what use case?
20:20:41  <Gabda> https://github.com/OpenTTD/OpenTTD/pull/7025
20:22:02  <frosch123> i would welcome a cache of nearest town for each tile, which is not stored in savegames and recomputed on load
20:22:19  <frosch123> townzones are easily computed from that, and nearest town is useful for a lot of other stuff
20:25:32  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTC
20:25:33  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTW
20:25:48  <andythenorth> hah < 150 issues
20:25:57  <andythenorth> enough spam now
20:26:10  <Samu> Im starting to make comments
20:26:36  <Samu> the code so far https://paste.openttdcoop.org/p807efevu
20:27:13  <Samu> it could be simplified a bit more, just noticed some repeating parts
20:27:21  <Samu> what u think of it atm?
20:28:54  <Gabda> frosch123: that would also solve my problem, and that is constant, unlike local authority
20:29:52  <Gabda> is it possible to found a new town midgame? (by some scripts or addons)
20:29:57  <andythenorth> yes it is
20:30:13  <andythenorth> there is a settings option to allow it in game
20:30:21  <andythenorth> I assume GS can do it as deity also
20:31:50  <Gabda> so it can be deleted as well
20:32:31  <Gabda> is there a hardcoded maximum number of cities?
20:33:04  <frosch123> yes, the size of the TownPool
20:33:22  <frosch123> anyway, you also need nearest town in scenario editor
20:33:38  <frosch123> so, you need to update the cache after every founding
20:33:59  <frosch123> i think there is already a similar hook to recompute ownership of town-owned roads and houses
20:33:59  <Gabda> can I work on this? it seems interesting :)
20:34:13  <frosch123> go ahead :)
20:34:25  <frosch123> you may find some oddities around houses and roads
20:34:41  <andythenorth> this is how contributing should look ^ :D
20:34:46  <frosch123> they store a separate town reference for ownership, which is not necessarily the nearest town
20:34:50  <Gabda> yes, I already saw that part
20:38:46  <Eddi|zuHause> usually number of towns is limited by available town names
20:40:31  <Eddi|zuHause> <frosch123> so, you need to update the cache after every founding <-- but you can use that by "flood-filling" from the new town center in each direction, until you find a tile that is closer to another town
20:40:57  <Eddi|zuHause> it's not a "recompute the whole map" operation
20:42:07  <Eddi|zuHause> or you could maintain a voronoi partition of the map, which would need O(#towns) space instead of O(#tiles)
20:43:05  <Eddi|zuHause> i had started a GS once that calculated the neighbouring towns by a voronoi partition
20:44:38  <frosch123> don't be silly
20:44:46  <frosch123> you do not fund that many towns
20:45:02  <frosch123> Gabda: UpdateNearestTownForRoadTiles is likely a good start
20:45:11  <frosch123> it is called from all the places where stuff changes
20:45:40  <Eddi|zuHause> frosch123: but adding a town to a voronoi partition is trivial
20:45:49  <frosch123> voronoi is not trivial
20:46:12  <Eddi|zuHause> and determining which town is closest to a tile is also trivial with a voronoi partition
20:46:20  <frosch123> scanning every 16th tile on the map and filling everything inbetween if neighbouring ones agree, is easy
20:46:21  <Eddi|zuHause> i should still have the GS code somewhere
20:47:11  <Gabda> ok, I will look into the voronoi thing as well
20:47:23  <andythenorth> after 2 days of refactoring my sprite generator
20:47:27  <andythenorth> I am nearly ready to fix it
20:47:33  <andythenorth> how much time did I save? o_O
20:47:40  <frosch123> Gabda: read the wiki about voronoi, it's nice, but don't use it in production code :)
20:47:41  <Eddi|zuHause> it's a pretty well documented algorithm
20:49:24  <frosch123> andythenorth: don't worry, on sunday i decided to tear apart my flask app and to reassemble the pieces :p
20:50:02  <andythenorth> what else are Sundays for?
20:50:40  <Eddi|zuHause> ok, this is about 350 lines of squirrel code
20:51:13  <Gabda> frosch123: that every 16th tile thing is so unnatural at first, it is hard to think in Manhattan distances
20:52:34  <Eddi|zuHause> https://paste.openttdcoop.org/pdwwlfrdz
20:53:05  <Eddi|zuHause> that is the main algorithm
20:53:46  <Gabda> I saved the link, thanks
20:53:52  <Eddi|zuHause> with some helper functions in other files
20:54:02  <frosch123> Gabda: it is not about manhattan distance. but you can only skip distances which are smaller than some fraction of the distance to the nearest town
20:54:40  <frosch123> hmm, ... maybe i am wrong
20:55:05  <Eddi|zuHause> voronoi partition and delaunay triangulation are dual operations, if you solve one, you also solve the other
20:55:34  <Gabda> I have to go now, we can continue the discussion tomorrow
20:56:15  <Eddi|zuHause> man, that was over 7 years ago
20:56:37  <Gabda> If you continue it now, pls save the conversation for me
20:56:39  * andythenorth watches Eddi|zuHause grapple with time
20:56:54  <Eddi|zuHause> 	function GetDate()			{ return "2011-11-28"; }
20:57:05  <andythenorth> I am on the next phase
20:57:10  <Gabda> or can it be checked with the log command lated?
20:57:14  <Gabda> *later
20:57:19  <Eddi|zuHause> there is a log
20:57:21  <andythenorth> desperately trying to reduce the number of tasks before death :P
20:57:27  <Eddi|zuHause> @log
20:57:27  <andythenorth> there are more phases, I believe
20:57:35  <Eddi|zuHause> @logs
20:57:35  <DorpsGek> Eddi|zuHause: https://webster.openttdcoop.org/index.php?channel=openttd
20:58:00  <Eddi|zuHause> andythenorth: is that why you're so adamant about closing tickets?
20:58:06  <Gabda> oh, good
20:58:12  <Gabda> bye everyone!
20:58:14  <andythenorth> somewhat Eddi|zuHause
20:58:16  <andythenorth> bye Gabda
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20:58:55  <andythenorth> partly I just like scorched earth
20:59:02  <andythenorth> if we could actually burn some stuff, I would be happy
20:59:19  <andythenorth> OpenTTD bonfire?  That's an event I would come to
20:59:30  <andythenorth> would have to be big
20:59:30  <frosch123> burn nml? return to nfo?
20:59:35  <andythenorth> I mean literal
20:59:44  <andythenorth> our annual company holiday is a very big bonfire
21:00:13  <frosch123> fires work less the less paper there is
21:01:08  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt https://git.io/fhZT5
21:01:18  <Eddi|zuHause> "// edge case: one town" <-- oh, i thought of that :p
21:02:44  <LordAro> "Docs" belh
21:08:37  * andythenorth can't find a good video of tar barrels
21:08:42  <andythenorth> probably the best thing I've ever been to
21:08:52  <andythenorth> https://www.youtube.com/results?search_query=tar+barrels+ottery
21:09:43  <Eddi|zuHause> not clicking on that
21:09:51  <andythenorth> it's not a rick roll
21:10:01  <andythenorth> LordAro: it failed CI :P
21:10:03  <Eddi|zuHause> not the thing i'm worried about :p
21:10:36  <LordAro> andythenorth: well of course
21:10:38  <Eddi|zuHause> i don't understand the CI errors
21:10:41  <andythenorth> https://www.tarbarrels.co.uk/
21:11:16  <andythenorth> well let's educate ourselves
21:11:32  <andythenorth> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=172
21:11:45  <andythenorth> so there's an image missing?
21:11:46  <andythenorth> docker image?
21:12:03  <LordAro> that is a very bad error message
21:12:18  <LordAro> no, the commit checker failed
21:12:22  <LordAro> (Docs vs Doc)
21:12:58  <Eddi|zuHause> yeah, but how is anyone supposed to read that out of a pile of "image not found" errors?
21:13:01  <andythenorth> the detailed log is annoying
21:13:05  <andythenorth> I can't deep link it
21:13:10  <LordAro> also that
21:13:30  <andythenorth> ok https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=172&view=logs&jobId=1f5e9798-210f-57a3-e04d-38db1ab8113f&taskId=41a39cf2-72bd-5832-f9af-19df9ae0310c&lineStart=97&lineEnd=98&colStart=1&colEnd=1
21:13:31  <andythenorth> I can
21:13:40  <andythenorth> it's just a weird interface
21:13:46  <andythenorth> bits of it flip my cursor for some reason
21:13:59  <nielsm> it has to be possible to supply a custom parser to pull out the actual error text?
21:14:10  <Eddi|zuHause> and is there no way to propagate the "main" error message back to GitHub, so you can immediately see on the CI task what was wrong?
21:14:18  <andythenorth> lot of ##[error
21:14:23  <andythenorth> dunno what we'd parse
21:14:36  <LordAro> Eddi|zuHause: i fear TB is the only one to have read the azure docs
21:14:49  <andythenorth> I am encouraging more of us to learn how this works :P
21:15:02  <Eddi|zuHause> "OpenTTD CI Failing after 7m — Build #20190108.8 has failed" is useless info, and the "details" link is leading to a horrible nightmare
21:15:17  <andythenorth> ok so the code is where
21:15:38  <andythenorth> https://github.com/OpenTTD/OpenTTD-CF
21:16:01  <LordAro> azure-pipelines.yml or whatever it is too
21:16:21  <andythenorth> https://github.com/OpenTTD/OpenTTD-CF/blob/master/azure-pipelines-linux.yml
21:16:21  <andythenorth> ?
21:16:56  <andythenorth> https://github.com/OpenTTD/OpenTTD/blob/master/azure-pipelines-ci.yml
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21:17:17  <Eddi|zuHause> LordAro: on first glance i'd say the commit checker must finish before all the other build tasks are started, so to not produce a pile of followup-errors
21:17:43  <andythenorth> is this artefacts or log ?
21:17:45  * andythenorth exploring
21:18:00  <LordAro> mm
21:18:24  <andythenorth> so I think it's running the hooks here https://github.com/OpenTTD/OpenTTD-git-hooks/tree/c678c6d72c8a60d7b45c3b1ac1d7313c1efca0a2/hooks
21:18:34  <andythenorth> but I don't know where in the pipeline it's parsing
21:21:31  <andythenorth> the job says there were 11 errors
21:21:41  <andythenorth> but there are 45 lines printed with error
21:43:45  <DorpsGek_II> [OpenTTD/OpenTTD] Ufiby commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkP
21:47:53  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkS
21:49:31  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZkQ
21:49:32  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZk7
21:50:46  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6197: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZk5
21:50:47  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6197: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZkd
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21:57:59  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6057: Win8.1 UI scaling affects resolution https://git.io/fhZkj
21:58:00  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6057: Win8.1 UI scaling affects resolution https://git.io/fhZIe
21:58:58  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIv
21:58:59  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIf
22:00:54  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIU
22:00:55  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIT
22:01:34  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6289: AIVehicleList_DefaultGroup fail to return vehicle in default group https://git.io/fhZIk
22:02:34  <milek7> doesn't github have some 'close all' button?
22:02:46  *** Gja has quit IRC
22:03:00  <andythenorth> can probably delete the whole project
22:03:19  <andythenorth> there is a mass close (set) option
22:04:03  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6516: Crash: running game https://git.io/fhZIm
22:04:04  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6516: Crash: running game https://git.io/fhZIY
22:04:08  <andythenorth> I am actually reading the issues though :P
22:05:17  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIn
22:05:18  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIc
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22:19:18  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6361: Crash in UI for StoryBook of Awards GS https://git.io/fhZIE
22:19:19  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6361: Crash in UI for StoryBook of Awards GS https://git.io/fhZIu
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22:21:59  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIa
22:22:00  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIV
22:22:30  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3596: Scenario Editor: Loading *.sav https://git.io/fhZIw
22:22:31  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3596: Scenario Editor: Loading *.sav https://git.io/fhZIr
22:24:00  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZI6
22:24:01  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZIi
22:25:49  <LordAro> dammit andy, you've left the channel and you're still spamming
22:27:17  <frosch123> and pushing to iron-horse at the same time
22:27:25  <frosch123> he probably is also brushing teeth
22:28:33  <LordAro> very busy
22:33:24  <Samu> TileIndexDiffC diffc = _tileoffs_by_dir[corner_to_direction[opposite_corner]];
22:33:31  <Samu> magic!
22:33:59  <Samu> I can remove the corner to direction function
22:34:04  <Samu> less code!
22:39:44  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIp
22:39:45  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIh
22:40:50  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6512: Different costs when building canal on object with water https://git.io/fhZLU
22:40:51  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6512: Different costs when building canal on object with water https://git.io/fhZLT
22:41:29  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6212: UI Zoom: multiple issues https://git.io/fhZLk
22:41:30  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6212: UI Zoom: multiple issues https://git.io/fhZLI
22:42:21  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLL
22:42:22  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLt
22:43:33  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLm
22:43:34  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLY
22:44:38  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6440: Crash: MP game (with emergency save) https://git.io/fhZLO
22:44:39  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6440: Crash: MP game (with emergency save) https://git.io/fhZL3
22:45:22  <glx> hehe he should have /nick instead leaving
22:48:09  <glx> 264 lines of vbs (empty lines included) and I only converted the bash part of squirrel_export, still have to convert the awk part
22:49:41  <LordAro> mass closing issues still concerns me. i think the idea that closing "stale" issues will force people to look at newer issues is flawed. pretty sure it will just result in duplication, likely that no one will ever know about, because no one ever looks at closed issues
22:50:18  <glx> I always search for closed issues before opening a new one
22:50:38  <LordAro> sure, but i suspect you're in the minority
22:50:55  <LordAro> and then what? close the new one and reopen the old one? you've still got a duplicate issue at that point
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22:52:37  <LordAro> and even if people do, they might not understand why it's been closed, and open a new issue anyway
22:53:24  <frosch123> LordAro: i don't think there is anyone anymore who looks at issues and tries to fix one
22:53:38  <frosch123> people only fix issues when they run into them
22:53:44  <frosch123> or if they are new
22:53:54  <LordAro> perhaps? but closing them guarantees that no one will ever look at them
22:54:03  <frosch123> so, possibly issues are more likely to get fixed if they are created again
22:54:10  <nielsm> plain feature requests without attached patch should be treated as discussion and just buried
22:54:54  <frosch123> good issues return :)
22:54:55  <nielsm> crashes reproducible with an attached save should be triaged whether it's a corrupted save or an actual bug
22:54:59  <LordAro> nielsm: i don't disagree with that, most of my concern is closing crash reports without them being adequately explained/fixed
22:55:35  <nielsm> crashes that don't reproduce and are several years old are not worth keeping around
22:56:09  <LordAro> sure
22:56:09  <nielsm> and other bugs should be qualified (if they aren't already) and kept around until a fix is provided
22:57:31  <LordAro> for instance, #6589 looks perfectly valid to me
22:57:40  <LordAro> and reproducible, according to adf
22:59:04  <LordAro> the fact that it's an "isolated issue" is meaningless - all of the easy to fix crashes have long since been solved
22:59:48  <nielsm> the way asf describes the issue makes it sound like it's a general issue, reported via a specific instance where it can cause a crash
23:00:03  <nielsm> general issue with UI input event handling
23:00:58  <nielsm> but it's late, gn
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23:01:17  <Samu> who's english enough?
23:01:28  <Samu>  * Check wether growing on a half-tile coast tile ends up blocking a water connection
23:01:38  <Samu> * @return true if building here blocks a water connection /
23:01:49  <LordAro> whether
23:01:51  <Samu> ok
23:01:51  <LordAro> otherwise fine
23:02:00  <Samu> ty
23:05:08  <Samu> https://paste.openttdcoop.org/pkvoiu2fe
23:05:31  <Samu> now with imbuted CornerToDirection
23:05:46  <Samu> and 90 deg support
23:06:12  <Samu> does it need more comments explaining stuff?
23:09:16  *** frosch123 has quit IRC
23:09:29  <Samu> erm a typo
23:09:41  <Samu> on line 51
23:12:12  <Samu> looks like i can move opposite_track a bit further down
23:18:07  *** acklen has joined #openttd
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23:18:16  <Samu> gonna see what happens with 90 degrees forbidden, brb
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23:24:23  <Samu> it werks
23:24:27  <Samu> everything works
23:24:59  <Samu> town constructors become too smart if they know a ship can't make 90 degrees they build on water
23:26:53  <Samu> https://imgur.com/skS5ajO smart town!
23:29:00  <Samu> https://imgur.com/a/bhP9ViU two images
23:29:04  <Samu> it werks!
23:34:36  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
23:34:50  <Samu> how do I make it compile?
23:35:11  <Samu> ever since the azure switch thing, it doesn't start compiling my stuff
23:37:31  <LordAro> it'll get there
23:37:38  <LordAro> assuming you've rebased
23:38:01  <LordAro> just takes a moment to start
23:38:18  <Samu> didn't rebase
23:38:46  <Samu> gonna try rebase
23:39:01  <LordAro> looks fine
23:39:06  <Samu> command line scares me too much
23:39:10  <LordAro> azure-pipelines-ci.yml is in the repo
23:39:14  <LordAro> you only need to do it once
23:39:26  <LordAro> (and rebasing and pushing again will only serve to slow it down)
23:39:51  <Samu> Hide all checks
23:39:52  <Samu> Some checks haven’t completed yet
23:39:52  <Samu> 1 expected check
23:40:09  <Samu> waiting for status to be reported :(
23:40:33  <LordAro> be less impatient
23:40:38  <LordAro> try sleeping
23:40:42  * LordAro does so
23:42:01  <Samu> where is this azure guy?
23:42:07  <Samu> website
23:42:52  <Samu> nevermind, i think i found it

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